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The King of Fighters XV/Orochi Chris: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is the flame imbued version of Chris. He shares all the same normals and frame data as regular Chris but with a completely different special movelist. Orochi Chris is a character that trades regular Chris' mixup potential for raw damage output. | | intro = {{SUBPAGENAME}} is the flame imbued version of Chris. He shares all the same normals and most of the same frame data as regular Chris but with a completely different special movelist. Orochi Chris is a character that trades regular Chris' mixup potential for raw damage output. | ||
| pros= | | pros= | ||
* '''Ungodly Damage Potential''': O.Chris is all about damage, damage, damage. His metered damage potential is among the highest, if not ''the highest'', in the entire game. His 1 bar combos can deal 50% in the corner, while his 3-5 bar dumps can deal upward of 80 or even 90% total damage wherever he is on the screen. The sheer threat of this damage potential makes an Anchor O.Chris extremely frightening to fight, as one small move will result in most of your health bar dying followed by a safejump or further pressure. | * '''Ungodly Damage Potential''': O.Chris is all about damage, damage, damage. His metered damage potential is among the highest, if not ''the highest'', in the entire game. His 1 bar combos can deal 50% in the corner, while his 3-5 bar dumps can deal upward of 80 or even 90% total damage wherever he is on the screen. The sheer threat of this damage potential makes an Anchor O.Chris extremely frightening to fight, as one small move will result in most of your health bar dying followed by a safejump or further pressure. | ||
* '''Speedy''': Orochi Chris shares many of the same stats as his normal counterpart, | * '''Speedy''': Orochi Chris shares many of the same stats as his normal counterpart, including his aggressive hops. This gives O.Chris a lot of good movement potential, whether that's defensive or offensive. | ||
* '''Strike/Throw Mixups''': Shishi O Kamu Honoo is a command grab that leads to good damage on hit and is very easy to combo into, giving O.Chris lots of ways to either put pressure on his opponents or punish them for mistakes. The EX Version functions as a combo starter due to putting enemies in the juggle state, giving a meter-stocked O.Chris a huge threat boost. | * '''Strike/Throw Mixups''': Shishi O Kamu Honoo is a command grab that leads to good damage on hit and is very easy to combo into, giving O.Chris lots of ways to either put pressure on his opponents or punish them for mistakes. The EX Version functions as a combo starter due to putting enemies in the juggle state, giving a meter-stocked O.Chris a huge threat boost. | ||
* '''Good Pressure''': While O.Chris has none of the the mixup potential of his regular counterpart, he | * '''Good Pressure''': While O.Chris has none of the the mixup potential of his regular counterpart, he still has very aggressive normals, good hop mixup buttons, and solid pressure options like cl.A. | ||
| cons= | | cons= | ||
* '''Stubby''': O.Chris's short limbs make it difficult for him to contest space with them, often forcing him to rely on his movement to navigate neutral. | * '''Stubby''': O.Chris's short limbs make it difficult for him to contest space with them, often forcing him to rely on his movement to navigate neutral. | ||
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|name=Jump C | |name=Jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Worse | |description2=* Worse as a jump-in than j.D. Doesn't reach as far out or low. However, it is a surprisingly powerful air-to-air. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Jump D | |name=Jump D | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Has a small cross-up hitbox, but hard to take advantage of on standing opponents. Overall your best jump-in for combos. | |description2=* Has a small cross-up hitbox, but hard to take advantage of on standing opponents. Overall your best jump-in for combos. | ||
}} | }} | ||
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====AdvanceStrike==== | ====AdvanceStrike==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=ochris_214cd | ||
|description= | |description= | ||
*Same animation and range as his CD. | *Same animation and range as his CD. | ||
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|name=Jyukei no Oni | |name=Jyukei no Oni | ||
|input=6B | |input=6B | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description2=* Overhead. | |description2=* Overhead. | ||
* Hits twice when cancelled into. | * Hits twice when cancelled into. | ||
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|name=Taiyou O Iru Honoo | |name=Taiyou O Iru Honoo | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= A Version,,C Version,,,EX Version | |||
|description3= | |description3= | ||
* 236A shoots 2 fireballs | * 236A shoots 2 fireballs | ||
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|name=Tsuki O Tsumu Honoo | |name=Tsuki O Tsumu Honoo | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= A Version, , , , C Version, , , , , , EX Version | |||
|description3= | |description3= | ||
* A version will hit once | * A version will hit once | ||
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|name=Kagami O Hofuru Honoo | |name=Kagami O Hofuru Honoo | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= A Version, C Version, EX Version | |||
|description3= | |description3= | ||
* 214A is fast and good for hit confirms. | * 214A is fast and good for hit confirms. | ||
* 214C is | * 214C is slower but plus on block. | ||
* 214AC is for combo extensions. | * 214AC is for combo extensions. | ||
Chris' air leap special, every version will put him airborne. A and EX versions are best for combos and the EX will ground bounce making it an important combo tool. They're very unsafe on block however, so be careful with your execution or you may end up dying for mistiming your cancels. C version | Chris' air leap special, every version will put him airborne. A and EX versions are best for combos and the EX will ground bounce making it an important combo tool. They're very unsafe on block however, so be careful with your execution or you may end up dying for mistiming your cancels. C version is a pressure reset as it is plus, and its decent speed for a move of its nature makes it especially strong against players who are prone to mashing after your specials. | ||
}} | }} | ||
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|name=Shishi O Kamu Honoo | |name=Shishi O Kamu Honoo | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|hitboxCaptions= B Version, D Version, EX Version | |||
|description3= | |description3= | ||
* 41236B is a command grab and can cancel into only 623A on hit | * 41236B is a command grab and can cancel into only 623A on hit | ||
* 41236D is a strike for combos and can cancel into only 623A or any super on hit. | * 41236D is a strike for combos and can cancel into only 623A, or 214C, or any super on hit. | ||
* 41236BD is a command grab but can also be combo'd into, and can cancel into any special on hit but cannot be super cancelled. | * 41236BD is a command grab but can also be combo'd into, and can cancel into any special on hit but cannot be super cancelled. | ||
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|name=Ankoku Orochi Nagi | |name=Ankoku Orochi Nagi | ||
|input=2141236A/C/AC | |input=2141236A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description3= | |description3= | ||
Chris' version of the orochinagi super. Functions similarly to Kyo's and can be held to increase damage. Each level is indicated by the glowing aura that increases when you hold down the button. | Chris' version of the orochinagi super. Functions similarly to Kyo's and can be held to increase damage. Each level is indicated by the glowing aura that increases when you hold down the button. | ||
}} | }} | ||
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|name=Daichi ni Hisomu Gouka | |name=Daichi ni Hisomu Gouka | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description3= | |description3= | ||
Latest revision as of 17:24, 14 January 2025

Hop: 32f
Backdash: 23f
Run Speed Ranking: 3
Movelist
(*) - EX OK
(!) - MAX OK
Throws
Command Normals
Special Moves
Kagami O Hofuru Honoo - +
/
(*)
Super Special Moves
Ankoku Orochi Nagi - +
/
(!) (Hold OK)
Daichi ni Hisomu Gouka - +
/
(!) (Hold OK)
Climax Super Special Move
Hirameki Kogaretaru Tamashi(sic)- +
+
Quick Combo Reference
0 Meter |
Anywhere (Low Confirm) |
2B > 2A > 6A > 41236D ~ 623A = 196 dmg |
½ Meter |
Anywhere (Low Confirm, Midscreen) |
2B > 2A > 6A > 214AC, 6A > 214A, 623A = 282 dmg |
1 Meter |
Anywhere (Light Confirm) |
2B > 2A > 6A > 41236D > SC 2141236[P] = 324 dmg |
2 Meter |
Anywhere (Omit Run If In Corner) |
[STARTER] > 41236D > SC 236236BD, run 6A > 214A, 623A = 468/540 dmg |
Gameplay Overview
Orochi Chris is the flame imbued version of Chris. He shares all the same normals and most of the same frame data as regular Chris but with a completely different special movelist. Orochi Chris is a character that trades regular Chris' mixup potential for raw damage output. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
Jump A
j.A
j.A |
---|
Jump B
Jump B
j.B
j.B |
---|
Netural Jump B
Jump 8B
8j.B
8j.B |
---|
Jump C
Jump C
j.C
j.C |
---|
Jump D
Jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Chi no Batsu
Chi no Batsu
(close) 4/6C
(close) 4/6C |
---|
Ten no Tsumi
Ten no Tsumi
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Muyou no Ono
Muyou no Ono
6A
6A |
---|
Jyukei no Oni
Jyukei no Oni
6B
6B |
---|
Setsudan no koto
Setsudan no koto
3D
3D |
---|
Special Moves
Taiyou O Iru Honoo
Taiyou O Iru Honoo
236A/C/AC
236A/C/AC |
---|
Tsuki O Tsumu Honoo
Tsuki O Tsumu Honoo
623A/C/AC
623A/C/AC |
---|
Kagami O Hofuru Honoo
Kagami O Hofuru Honoo
214A/C/AC
214A/C/AC |
---|
Shishi O Kamu Honoo
Shishi O Kamu Honoo
41236B/D/BD
41236B/D/BD |
---|
Super Special Moves
Ankoku Orochi Nagi
Ankoku Orochi Nagi
2141236A/C/AC
2141236A/C/AC |
---|
Daichi ni Hisomu Gouka
Daichi ni Hisomu Gouka
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Hirameki Kogaretaru Tamashi
Hirameki Kogaretaru Tamashi
2141236CD
2141236CD |
---|
Misc
Alternate Colors
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